<?xml version="1.0" encoding="utf-8"?>
<Patch>
	<!-- Bren Gun -->

	<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
		<defName>BWS_Bren</defName>
		<statBases>
			<Mass>11</Mass>
			<RangedWeapon_Cooldown>0.56</RangedWeapon_Cooldown>
			<SightsEfficiency>1.0</SightsEfficiency>
			<ShotSpread>0.05</ShotSpread>
			<SwayFactor>1.53</SwayFactor>
			<Bulk>12</Bulk>
			<WorkToMake>30500</WorkToMake>
		</statBases>
		<costList>
			<Steel>85</Steel>
			<WoodLog>10</WoodLog>
			<ComponentIndustrial>5</ComponentIndustrial>
		</costList>
		<Properties>
			<recoilAmount>1.32</recoilAmount>
			<verbClass>CombatExtended.Verb_ShootCE</verbClass>
			<hasStandardCommand>true</hasStandardCommand>
			<defaultProjectile>Bullet_303British_FMJ</defaultProjectile>
			<warmupTime>1.2</warmupTime>
			<range>60</range>
			<ticksBetweenBurstShots>7</ticksBetweenBurstShots>
			<burstShotCount>10</burstShotCount>
			<soundCast>Shot_Minigun</soundCast>
			<soundCastTail>GunTail_Medium</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>
			<targetParams>
				<canTargetLocations>true</canTargetLocations>
			</targetParams>
			<recoilPattern>Mounted</recoilPattern>
		</Properties>
		<AmmoUser>
			<magazineSize>30</magazineSize>
			<reloadTime>4.9</reloadTime>
			<ammoSet>AmmoSet_303British</ammoSet>
		</AmmoUser>
		<FireModes>
			<aimedBurstShotCount>5</aimedBurstShotCount>
			<aiUseBurstMode>FALSE</aiUseBurstMode>
			<aiAimMode>SuppressFire</aiAimMode>
		</FireModes>
		<weaponTags>
			<li>CE_MachineGun</li>
			<li>CE_AI_LMG</li>
			<li>Bipod_LMG</li>
		</weaponTags>
		<researchPrerequisite>GasOperation</researchPrerequisite>
		<AllowWithRunAndGun>FALSE</AllowWithRunAndGun>
	</Operation>

	<Operation Class="PatchOperationAddModExtension">
		<xpath>Defs/ThingDef[defName="BWS_Bren"]</xpath>
		<value>
			<li Class="CombatExtended.GunDrawExtension">
				<DrawSize>1.35,1.18</DrawSize>
				<DrawOffset>0.13,-0.03</DrawOffset>
			</li>
		</value>
	</Operation>

	<!-- Browning HP -->

	<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
		<defName>BWP_Browning</defName>
		<statBases>
			<Mass>1</Mass>
			<RangedWeapon_Cooldown>0.36</RangedWeapon_Cooldown>
			<SightsEfficiency>0.7</SightsEfficiency>
			<ShotSpread>0.17</ShotSpread>
			<SwayFactor>1.07</SwayFactor>
			<Bulk>1.90</Bulk>
			<WorkToMake>5000</WorkToMake>
		</statBases>
		<costList>
			<Steel>20</Steel>
			<WoodLog>5</WoodLog>
			<ComponentIndustrial>2</ComponentIndustrial>
		</costList>
		<Properties>
			<verbClass>CombatExtended.Verb_ShootCE</verbClass>
			<hasStandardCommand>true</hasStandardCommand>
			<defaultProjectile>Bullet_9x19mmPara_FMJ</defaultProjectile>
			<warmupTime>0.6</warmupTime>
			<range>12</range>
			<soundCast>Shot_Autopistol</soundCast>
			<soundCastTail>GunTail_Light</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>
		</Properties>
		<AmmoUser>
			<magazineSize>10</magazineSize>
			<reloadTime>4</reloadTime>
			<ammoSet>AmmoSet_9x19mmPara</ammoSet>
		</AmmoUser>
		<FireModes>
			<aiUseBurstMode>FALSE</aiUseBurstMode>
			<aiAimMode>Snapshot</aiAimMode>
		</FireModes>
		<weaponTags>
			<li>CE_Sidearm</li>
			<li>CE_AI_BROOM</li>
			<li>CE_OneHandedWeapon</li>
		</weaponTags>
		<researchPrerequisite>BlowbackOperation</researchPrerequisite>
		<AllowWithRunAndGun>true</AllowWithRunAndGun>
	</Operation>

	<Operation Class="PatchOperationAddModExtension">
		<xpath>Defs/ThingDef[defName="BWP_Browning"]</xpath>
		<value>
			<li Class="CombatExtended.GunDrawExtension">
				<DrawSize>1.00,1.00</DrawSize>
				<DrawOffset>0.0,0.0</DrawOffset>
			</li>
		</value>
	</Operation>

	<!-- EM-2 -->

	<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
		<defName>BWP_EM</defName>
		<statBases>
			<Mass>3.5</Mass>
			<RangedWeapon_Cooldown>0.40</RangedWeapon_Cooldown>
			<SightsEfficiency>1</SightsEfficiency>
			<ShotSpread>0.09</ShotSpread>
			<SwayFactor>1.35</SwayFactor>
			<Bulk>8.30</Bulk>
			<WorkToMake>50000</WorkToMake>
		</statBases>
		<costList>
			<Steel>50</Steel>
			<WoodLog>35</WoodLog>
			<ComponentIndustrial>5</ComponentIndustrial>
		</costList>
		<Properties>
			<recoilAmount>1.53</recoilAmount>
			<verbClass>CombatExtended.Verb_ShootCE</verbClass>
			<hasStandardCommand>true</hasStandardCommand>
			<defaultProjectile>Bullet_303British_FMJ</defaultProjectile>
			<warmupTime>1.2</warmupTime>
			<range>50</range>
			<ticksBetweenBurstShots>6</ticksBetweenBurstShots>
			<burstShotCount>6</burstShotCount>
			<soundCast>Shot_AssaultRifle</soundCast>
			<soundCastTail>GunTail_Medium</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>
		</Properties>
		<AmmoUser>
			<magazineSize>20</magazineSize>
			<reloadTime>4.4</reloadTime>
			<ammoSet>AmmoSet_303British</ammoSet>
		</AmmoUser>
		<FireModes>
			<aimedBurstShotCount>3</aimedBurstShotCount>
			<aiUseBurstMode>true</aiUseBurstMode>
			<aiAimMode>AimedShot</aiAimMode>
		</FireModes>
		<weaponTags>
			<li>CE_AI_AR</li>
		</weaponTags>
		<researchPrerequisite>PrecisionRifling</researchPrerequisite>
		<AllowWithRunAndGun>true</AllowWithRunAndGun>
	</Operation>

	<Operation Class="PatchOperationAddModExtension">
		<xpath>Defs/ThingDef[defName="BWP_EM"]</xpath>
		<value>
			<li Class="CombatExtended.GunDrawExtension">
				<DrawSize>1.25,1.33</DrawSize>
				<DrawOffset>0.12,-0.10</DrawOffset>
			</li>
		</value>
	</Operation>

	<!-- Lee-3 -->

	<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
		<defName>BWS_LeeA</defName>
		<statBases>
			<Mass>3.80</Mass>
			<RangedWeapon_Cooldown>1.17</RangedWeapon_Cooldown>
			<SightsEfficiency>1</SightsEfficiency>
			<ShotSpread>0.04</ShotSpread>
			<SwayFactor>1.30</SwayFactor>
			<Bulk>10.60</Bulk>
			<WorkToMake>11000</WorkToMake>
		</statBases>
		<costList>
			<Steel>50</Steel>
			<WoodLog>25</WoodLog>
			<ComponentIndustrial>1</ComponentIndustrial>
		</costList>
		<Properties>
			<verbClass>CombatExtended.Verb_ShootCE</verbClass>
			<hasStandardCommand>true</hasStandardCommand>
			<defaultProjectile>Bullet_303British_FMJ</defaultProjectile>
			<warmupTime>1.1</warmupTime>
			<range>50</range>
			<soundCast>Shot_BoltActionRifle</soundCast>
			<soundCastTail>GunTail_Heavy</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>
		</Properties>
		<AmmoUser>
			<magazineSize>10</magazineSize>
			<reloadTime>4.3</reloadTime>
			<ammoSet>AmmoSet_303British</ammoSet>
		</AmmoUser>
		<FireModes>
			<aiAimMode>AimedShot</aiAimMode>
		</FireModes>
		<weaponTags>
			<li>CE_AI_SR</li>
		</weaponTags>
		<researchPrerequisite>Gunsmithing</researchPrerequisite>
		<AllowWithRunAndGun>FALSE</AllowWithRunAndGun>
	</Operation>

	<Operation Class="PatchOperationAddModExtension">
		<xpath>Defs/ThingDef[defName="BWS_LeeA"]</xpath>
		<value>
			<li Class="CombatExtended.GunDrawExtension">
				<DrawSize>1.34,1.34</DrawSize>
				<DrawOffset>0.12,-0.10</DrawOffset>
			</li>
		</value>
	</Operation>

	<!-- Lee-4 -->

	<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
		<defName>BWS_LeeB</defName>
		<statBases>
			<Mass>4</Mass>
			<RangedWeapon_Cooldown>1.17</RangedWeapon_Cooldown>
			<SightsEfficiency>1</SightsEfficiency>
			<ShotSpread>0.03</ShotSpread>
			<SwayFactor>1.40</SwayFactor>
			<Bulk>11.30</Bulk>
			<WorkToMake>12000</WorkToMake>
		</statBases>
		<costList>
			<Steel>60</Steel>
			<WoodLog>10</WoodLog>
			<ComponentIndustrial>1</ComponentIndustrial>
		</costList>
		<Properties>
			<verbClass>CombatExtended.Verb_ShootCE</verbClass>
			<hasStandardCommand>true</hasStandardCommand>
			<defaultProjectile>Bullet_303British_FMJ</defaultProjectile>
			<warmupTime>1.1</warmupTime>
			<range>53</range>
			<soundCast>Shot_BoltActionRifle</soundCast>
			<soundCastTail>GunTail_Heavy</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>
		</Properties>
		<AmmoUser>
			<magazineSize>10</magazineSize>
			<reloadTime>4.3</reloadTime>
			<ammoSet>AmmoSet_303British</ammoSet>
		</AmmoUser>
		<FireModes>
			<aiAimMode>AimedShot</aiAimMode>
		</FireModes>
		<weaponTags>
			<li>CE_AI_SR</li>
		</weaponTags>
		<researchPrerequisite>Gunsmithing</researchPrerequisite>
		<AllowWithRunAndGun>FALSE</AllowWithRunAndGun>
	</Operation>

	<Operation Class="PatchOperationAddModExtension">
		<xpath>Defs/ThingDef[defName="BWS_LeeB"]</xpath>
		<value>
			<li Class="CombatExtended.GunDrawExtension">
				<DrawSize>1.34,1.34</DrawSize>
				<DrawOffset>0.12,-0.10</DrawOffset>
			</li>
		</value>
	</Operation>

	<!-- Lewis Gun -->

	<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
		<defName>BWS_LewisGun</defName>
		<statBases>
			<Mass>13</Mass>
			<RangedWeapon_Cooldown>0.56</RangedWeapon_Cooldown>
			<SightsEfficiency>1</SightsEfficiency>
			<ShotSpread>0.5</ShotSpread>
			<SwayFactor>1.83</SwayFactor>
			<Bulk>18</Bulk>
			<WorkToMake>34000</WorkToMake>
		</statBases>
		<costList>
			<Steel>110</Steel>
			<WoodLog>20</WoodLog>
			<ComponentIndustrial>5</ComponentIndustrial>
		</costList>
		<Properties>
			<recoilAmount>1.32</recoilAmount>
			<verbClass>CombatExtended.Verb_ShootCE</verbClass>
			<hasStandardCommand>true</hasStandardCommand>
			<defaultProjectile>Bullet_3006Springfield_FMJ</defaultProjectile>
			<warmupTime>1.3</warmupTime>
			<range>65</range>
			<ticksBetweenBurstShots>6</ticksBetweenBurstShots>
			<burstShotCount>10</burstShotCount>
			<soundCast>Shot_Minigun</soundCast>
			<soundCastTail>GunTail_Medium</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>
			<targetParams>
				<canTargetLocations>true</canTargetLocations>
			</targetParams>
			<recoilPattern>Mounted</recoilPattern>
		</Properties>
		<AmmoUser>
			<magazineSize>47</magazineSize>
			<reloadTime>4.9</reloadTime>
			<ammoSet>AmmoSet_3006Springfield</ammoSet>
		</AmmoUser>
		<FireModes>
			<aimedBurstShotCount>5</aimedBurstShotCount>
			<aiUseBurstMode>FALSE</aiUseBurstMode>
			<aiAimMode>SuppressFire</aiAimMode>
		</FireModes>
		<weaponTags>
			<li>CE_MachineGun</li>
			<li>CE_AI_LMG</li>
			<li>Bipod_LMG</li>
		</weaponTags>
		<researchPrerequisite>GasOperation</researchPrerequisite>
		<AllowWithRunAndGun>FALSE</AllowWithRunAndGun>
	</Operation>

	<Operation Class="PatchOperationAddModExtension">
		<xpath>Defs/ThingDef[defName="BWS_LewisGun"]</xpath>
		<value>
			<li Class="CombatExtended.GunDrawExtension">
				<DrawSize>1.35,1.18</DrawSize>
				<DrawOffset>0.13,-0.03</DrawOffset>
			</li>
		</value>
	</Operation>

	<!-- Martini Henry -->

	<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
		<defName>BWP_MartiniHenry</defName>
		<statBases>
			<Mass>3.8</Mass>
			<RangedWeapon_Cooldown>0.75</RangedWeapon_Cooldown>
			<SightsEfficiency>1</SightsEfficiency>
			<ShotSpread>0.02</ShotSpread>
			<SwayFactor>1.30</SwayFactor>
			<Bulk>11</Bulk>
			<WorkToMake>8000</WorkToMake>
		</statBases>
		<costList>
			<Steel>40</Steel>
			<WoodLog>40</WoodLog>
			<ComponentIndustrial>1</ComponentIndustrial>
		</costList>
		<Properties>
			<verbClass>CombatExtended.Verb_ShootCE</verbClass>
			<hasStandardCommand>true</hasStandardCommand>
			<defaultProjectile>Bullet_303British_FMJ</defaultProjectile>
			<warmupTime>1.1</warmupTime>
			<range>60</range>
			<soundCast>Shot_BoltActionRifle</soundCast>
			<soundCastTail>GunTail_Medium</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>
		</Properties>
		<AmmoUser>
			<magazineSize>1</magazineSize>
			<AmmoGenPerMagOverride>10</AmmoGenPerMagOverride>
			<reloadTime>2</reloadTime>
			<ammoSet>AmmoSet_303British</ammoSet>
		</AmmoUser>
		<FireModes>
			<aiAimMode>AimedShot</aiAimMode>
		</FireModes>
		<weaponTags>
			<li>CE_AI_SR</li>
		</weaponTags>
		<researchPrerequisite>Gunsmithing</researchPrerequisite>
		<AllowWithRunAndGun>FALSE</AllowWithRunAndGun>
	</Operation>

	<Operation Class="PatchOperationAddModExtension">
		<xpath>Defs/ThingDef[defName="BWP_MartiniHenry"]</xpath>
		<value>
			<li Class="CombatExtended.GunDrawExtension">
				<DrawSize>1.34,1.34</DrawSize>
				<DrawOffset>0.12,0.0</DrawOffset>
			</li>
		</value>
	</Operation>

	<!-- Sten -->

	<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
		<defName>BWS_Sten</defName>
		<statBases>
			<Mass>3.2</Mass>
			<RangedWeapon_Cooldown>0.37</RangedWeapon_Cooldown>
			<SightsEfficiency>1</SightsEfficiency>
			<ShotSpread>0.16</ShotSpread>
			<SwayFactor>0.80</SwayFactor>
			<Bulk>5</Bulk>
			<WorkToMake>15000</WorkToMake>
		</statBases>
		<costList>
			<Steel>40</Steel>
			<ComponentIndustrial>5</ComponentIndustrial>
		</costList>
		<Properties>
			<recoilAmount>2</recoilAmount>
			<verbClass>CombatExtended.Verb_ShootCE</verbClass>
			<hasStandardCommand>true</hasStandardCommand>
			<defaultProjectile>Bullet_9x19mmPara_FMJ</defaultProjectile>
			<warmupTime>0.6</warmupTime>
			<range>20</range>
			<ticksBetweenBurstShots>6</ticksBetweenBurstShots>
			<burstShotCount>6</burstShotCount>
			<soundCast>Shot_MachinePistol</soundCast>
			<soundCastTail>GunTail_Light</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>
		</Properties>
		<AmmoUser>
			<magazineSize>32</magazineSize>
			<reloadTime>4</reloadTime>
			<ammoSet>AmmoSet_9x19mmPara</ammoSet>
		</AmmoUser>
		<FireModes>
			<aimedBurstShotCount>3</aimedBurstShotCount>
			<aiUseBurstMode>FALSE</aiUseBurstMode>
			<aiAimMode>Snapshot</aiAimMode>
		</FireModes>
		<weaponTags>
			<li>CE_SMG</li>
			<li>CE_AI_BROOM</li>
		</weaponTags>
		<researchPrerequisite>BlowbackOperation</researchPrerequisite>
		<AllowWithRunAndGun>true</AllowWithRunAndGun>
	</Operation>

	<Operation Class="PatchOperationAddModExtension">
		<xpath>Defs/ThingDef[defName="BWS_Sten"]</xpath>
		<value>
			<li Class="CombatExtended.GunDrawExtension">
				<DrawSize>0.85,0.85</DrawSize>
				<DrawOffset>0.00,-0.03</DrawOffset>
			</li>
		</value>
	</Operation>

	<!-- Sterling -->

	<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
		<defName>BWS_Sterling</defName>
		<statBases>
			<Mass>2.7</Mass>
			<RangedWeapon_Cooldown>0.37</RangedWeapon_Cooldown>
			<SightsEfficiency>1</SightsEfficiency>
			<ShotSpread>0.14</ShotSpread>
			<SwayFactor>0.80</SwayFactor>
			<Bulk>4</Bulk>
			<WorkToMake>21000</WorkToMake>
		</statBases>
		<costList>
			<Steel>50</Steel>
			<ComponentIndustrial>5</ComponentIndustrial>
		</costList>
		<Properties>
			<recoilAmount>2</recoilAmount>
			<verbClass>CombatExtended.Verb_ShootCE</verbClass>
			<hasStandardCommand>true</hasStandardCommand>
			<defaultProjectile>Bullet_9x19mmPara_FMJ</defaultProjectile>
			<warmupTime>0.6</warmupTime>
			<range>24</range>
			<ticksBetweenBurstShots>6</ticksBetweenBurstShots>
			<burstShotCount>10</burstShotCount>
			<soundCast>Shot_MachinePistol</soundCast>
			<soundCastTail>GunTail_Light</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>
		</Properties>
		<AmmoUser>
			<magazineSize>50</magazineSize>
			<reloadTime>3</reloadTime>
			<ammoSet>AmmoSet_9x19mmPara</ammoSet>
		</AmmoUser>
		<FireModes>
			<aimedBurstShotCount>5</aimedBurstShotCount>
			<aiUseBurstMode>FALSE</aiUseBurstMode>
			<aiAimMode>Snapshot</aiAimMode>
		</FireModes>
		<weaponTags>
			<li>CE_SMG</li>
			<li>CE_AI_BROOM</li>
		</weaponTags>
		<researchPrerequisite>BlowbackOperation</researchPrerequisite>
		<AllowWithRunAndGun>true</AllowWithRunAndGun>
	</Operation>

	<Operation Class="PatchOperationAddModExtension">
		<xpath>Defs/ThingDef[defName="BWS_Sterling"]</xpath>
		<value>
			<li Class="CombatExtended.GunDrawExtension">
				<DrawSize>0.85,0.85</DrawSize>
				<DrawOffset>0.00,-0.03</DrawOffset>
			</li>
		</value>
	</Operation>

	<!-- Tommy Gun -->

	<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
		<defName>BWP_TommyB</defName>
		<statBases>
			<Mass>5</Mass>
			<RangedWeapon_Cooldown>0.40</RangedWeapon_Cooldown>
			<SightsEfficiency>1.00</SightsEfficiency>
			<ShotSpread>0.10</ShotSpread>
			<SwayFactor>1.14</SwayFactor>
			<Bulk>8.50</Bulk>
			<WorkToMake>27000</WorkToMake>
		</statBases>
		<costList>
			<Steel>30</Steel>
			<WoodLog>25</WoodLog>
			<ComponentIndustrial>5</ComponentIndustrial>
		</costList>
		<Properties>
			<recoilAmount>2.18</recoilAmount>
			<verbClass>CombatExtended.Verb_ShootCE</verbClass>
			<hasStandardCommand>true</hasStandardCommand>
			<defaultProjectile>Bullet_45ACP_FMJ</defaultProjectile>
			<warmupTime>0.6</warmupTime>
			<range>25</range>
			<burstShotCount>10</burstShotCount>
			<ticksBetweenBurstShots>4</ticksBetweenBurstShots>
			<soundCast>Shot_HeavySMG</soundCast>
			<soundCastTail>GunTail_Heavy</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>
		</Properties>
		<AmmoUser>
			<magazineSize>50</magazineSize>
			<reloadTime>4</reloadTime>
			<ammoSet>AmmoSet_45ACP</ammoSet>
		</AmmoUser>
		<FireModes>
			<aimedBurstShotCount>5</aimedBurstShotCount>
			<aiUseBurstMode>FALSE</aiUseBurstMode>
			<aiAimMode>Snapshot</aiAimMode>
		</FireModes>
		<weaponTags>
			<li>CE_SMG</li>
			<li>CE_AI_BROOM</li>
		</weaponTags>
		<researchPrerequisite>BlowbackOperation</researchPrerequisite>
	</Operation>

	<Operation Class="PatchOperationAddModExtension">
		<xpath>Defs/ThingDef[defName="BWP_TommyB"]</xpath>
		<value>
			<li Class="CombatExtended.GunDrawExtension">
				<DrawSize>0.85,0.85</DrawSize>
				<DrawOffset>0.00,-0.03</DrawOffset>
			</li>
		</value>
	</Operation>

	<!-- Webley -->

	<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
		<defName>BWS_Webley</defName>
		<statBases>
			<Mass>1.1</Mass>
			<RangedWeapon_Cooldown>0.49</RangedWeapon_Cooldown>
			<SightsEfficiency>0.7</SightsEfficiency>
			<ShotSpread>0.18</ShotSpread>
			<SwayFactor>1.27</SwayFactor>
			<Bulk>2.41</Bulk>
			<WorkToMake>7000</WorkToMake>
		</statBases>
		<costList>
			<Steel>20</Steel>
			<WoodLog>10</WoodLog>
			<ComponentIndustrial>2</ComponentIndustrial>
		</costList>
		<Properties>
			<verbClass>CombatExtended.Verb_ShootCE</verbClass>
			<hasStandardCommand>true</hasStandardCommand>
			<defaultProjectile>Bullet_455Webley_FMJ</defaultProjectile>
			<warmupTime>0.6</warmupTime>
			<range>12</range>
			<soundCast>Shot_Revolver</soundCast>
			<soundCastTail>GunTail_Light</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>
		</Properties>
		<AmmoUser>
			<magazineSize>6</magazineSize>
			<reloadTime>4.6</reloadTime>
			<ammoSet>AmmoSet_455Webley</ammoSet>
		</AmmoUser>
		<FireModes>
			<aiAimMode>Snapshot</aiAimMode>
		</FireModes>
		<weaponTags>
			<li>CE_Sidearm</li>
			<li>CE_AI_BROOM</li>
			<li>CE_OneHandedWeapon</li>
		</weaponTags>
		<researchPrerequisite>Gunsmithing</researchPrerequisite>
		<AllowWithRunAndGun>true</AllowWithRunAndGun>
	</Operation>

	<Operation Class="PatchOperationAddModExtension">
		<xpath>Defs/ThingDef[defName="BWS_Webley"]</xpath>
		<value>
			<li Class="CombatExtended.GunDrawExtension">
				<DrawSize>1.00,1.00</DrawSize>
				<DrawOffset>0.0,0.0</DrawOffset>
			</li>
		</value>
	</Operation>

	<!-- L1A1 -->

	<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
		<defName>BWP_FAL</defName>
		<statBases>
			<Mass>4.3</Mass>
			<RangedWeapon_Cooldown>0.40</RangedWeapon_Cooldown>
			<SightsEfficiency>1</SightsEfficiency>
			<ShotSpread>0.06</ShotSpread>
			<SwayFactor>1.52</SwayFactor>
			<Bulk>10.90</Bulk>
			<WorkToMake>28000</WorkToMake>
		</statBases>
		<costList>
			<Steel>55</Steel>
			<WoodLog>10</WoodLog>
			<ComponentIndustrial>5</ComponentIndustrial>
		</costList>
		<Properties>
			<recoilAmount>2.07</recoilAmount>
			<verbClass>CombatExtended.Verb_ShootCE</verbClass>
			<hasStandardCommand>true</hasStandardCommand>
			<defaultProjectile>Bullet_762x51mmNATO_FMJ</defaultProjectile>
			<warmupTime>1.1</warmupTime>
			<range>48</range>
			<ticksBetweenBurstShots>5</ticksBetweenBurstShots>
			<burstShotCount>6</burstShotCount>
			<soundCast>Shot_AssaultRifle</soundCast>
			<soundCastTail>GunTail_Heavy</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>
		</Properties>
		<AmmoUser>
			<magazineSize>20</magazineSize>
			<reloadTime>4</reloadTime>
			<ammoSet>AmmoSet_762x51mmNATO</ammoSet>
		</AmmoUser>
		<FireModes>
			<aimedBurstShotCount>3</aimedBurstShotCount>
			<aiUseBurstMode>true</aiUseBurstMode>
			<aiAimMode>AimedShot</aiAimMode>
		</FireModes>
		<weaponTags>
			<li>CE_AI_AR</li>
		</weaponTags>
		<researchPrerequisite>PrecisionRifling</researchPrerequisite>
		<AllowWithRunAndGun>true</AllowWithRunAndGun>
	</Operation>

	<Operation Class="PatchOperationAddModExtension">
		<xpath>Defs/ThingDef[defName="BWP_FAL"]</xpath>
		<value>
			<li Class="CombatExtended.GunDrawExtension">
				<DrawSize>1.25,1.33</DrawSize>
				<DrawOffset>0.12,-0.10</DrawOffset>
			</li>
		</value>
	</Operation>

	<!-- Tools -->

	<Operation Class="PatchOperationReplace">
		<xpath>Defs/ThingDef[defName="BWP_Browning" or defName="BWS_Webley"]/tools</xpath>
		<value>
			<tools>
				<li Class="CombatExtended.ToolCE">
					<label>grip</label>
					<capacities>
						<li>Blunt</li>
					</capacities>
					<power>2</power>
					<cooldownTime>1.54</cooldownTime>
					<chanceFactor>1.5</chanceFactor>
					<armorPenetrationBlunt>0.555</armorPenetrationBlunt>
					<linkedBodyPartsGroup>Grip</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>muzzle</label>
					<capacities>
						<li>Poke</li>
					</capacities>
					<power>2</power>
					<cooldownTime>1.54</cooldownTime>
					<armorPenetrationBlunt>0.555</armorPenetrationBlunt>
					<linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
				</li>
			</tools>
		</value>
	</Operation>

	<Operation Class="PatchOperationReplace">
		<xpath>
			Defs/ThingDef[
			defName="BWS_Bren" or
			defName="BWS_LeeA" or
			defName="BWS_LeeB" or
			defName="BWS_LewisGun" or
			defName="BWS_Sten" or
			defName="BWS_Sterling" or
			defName="BWP_EM" or
			defName="BWP_MartiniHenry" or
			defName="BWP_TommyB" or
			defName="BWP_FAL"
			]/tools
		</xpath>
		<value>
			<tools>
				<li Class="CombatExtended.ToolCE">
					<label>stock</label>
					<capacities>
						<li>Blunt</li>
					</capacities>
					<power>8</power>
					<cooldownTime>1.55</cooldownTime>
					<chanceFactor>1.5</chanceFactor>
					<armorPenetrationBlunt>2.755</armorPenetrationBlunt>
					<linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>barrel</label>
					<capacities>
						<li>Blunt</li>
					</capacities>
					<power>5</power>
					<cooldownTime>2.02</cooldownTime>
					<armorPenetrationBlunt>1.630</armorPenetrationBlunt>
					<linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>muzzle</label>
					<capacities>
						<li>Poke</li>
					</capacities>
					<power>8</power>
					<cooldownTime>1.55</cooldownTime>
					<armorPenetrationBlunt>2.755</armorPenetrationBlunt>
					<linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
				</li>
			</tools>
		</value>
	</Operation>

</Patch>